








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2290% |
Size | small |
Lifes / Deaths | Killed by Jaerd, the 24k diamond Labubu at level 6 on the 1st Mirth 122nd year of Ascendancy at 15:48 1 / 9Killed by skeleton assassin at level 12 on the 8th Mirth 122nd year of Ascendancy at 16:54 Killed by Urkis, the High Tempest at level 27 on the 4th Decay 122nd year of Ascendancy at 02:11 Killed by faerlhing at level 33 on the 43rd Regrowth 123rd year of Ascendancy at 21:06 Killed by multi-hued drake at level 35 on the 51st Regrowth 123rd year of Ascendancy at 09:18 Killed by greater multi-hued wyrm at level 35 on the 51st Regrowth 123rd year of Ascendancy at 09:21 Killed by skeleton master archer at level 35 on the 52nd Regrowth 123rd year of Ascendancy at 03:05 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 7th Allure 124th year of Ascendancy at 20:48 Killed by Jaerd, the 24k diamond Labubu at level 50 on the 42nd Regrowth 124th year of Ascendancy at 10:26 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 43 (base 32) |
Constitution | 6 (base 10) |
Magic | 155 (base 60) |
Willpower | 90 (base 60) |
Cunning | 101 (base 60) |
Resources
Life | 558/578 |
Mana | 645/881 |
Soul | 9/14 |
Healing Factor | 1.4875435893408 |
Regeneration | 18.222408969424 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 63.352332603071 |
See Invisible | 63.352332603071 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 66 |
Accuracy | 40 |
Crit Chance | 47% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 78% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +107% |
Cold | +45% |
All | 0% |
Lightning | +25% |
Temporal | +10% |
Darkness | +20% |
Fire | +25% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +25% |
Cold | +35% |
Arcane | +25% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (45%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 66 |
Mental Save | 67 |
Defense: Resistances
Darkness | + 55%( 76%) |
Light | + 24%( 76%) |
Temporal | + 55%( 86%) |
Arcane | + 32%( 76%) |
Cold | + 63%( 76%) |
All | + 10%( 76%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 61% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 darkness, 3 blight, 5 cold, 4 nature |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1166. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +8, Mag +8 offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 322 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower/crit +4 Damage +13% arcane When Hit 4 blight 4 arcane defense ------ Defense +2 (+0 eff.) Resistance +15% light Healmod +5% Knockbk Resist +20% other ------- Max mana +38.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats Str +3, Dex +2 offense ------ Mind Crit +6% Ignore resists +20% mind other ------- Hate-on-crit +1.00 Heal yourself and all friendly characters within 10 spaces for 860 Puts all charms on 23 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Nature While equipped: Stats Mag +7, Wil +6 offense ------ Spellpower +9 (+2 eff.) defense ------ Life +80.00 Life Regen +12.00 Healmod +18% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 150% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +1 offense ------ Physical Crit +6.0% Spell Crit +29% Critical power +20.00% Physical Power +10 (+5 eff.) Spellpower +28 (+5 eff.) Damage +40% arcane +15% acid defense ------ Armor +2 other ------- Vim-on-crit +3.00 Max vim +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats Mag +2 offense ------ Damage +4% arcane defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Stone Gauntlets of Harkor'Zun. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Dex +5, Cun +5 Mag +5 offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+6 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 53, based on Cunning and Magic) for 10 turns. Uses 43 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6 Lck +10 offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+3 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+7 eff.) Spell save +20 (+5 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.8 Power cost 43 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Lck +14, Mag +3 offense ------ Damage +6% nature Ignore resists +10% cold Accuracy +13 (+5 eff.) defense ------ Armor +7 Defense +26 (+8 eff.) Resistance +9% cold Max Resistance +6% all Crit Resistance 16.29% Physical save +25 (+9 eff.) Resist unseen 18% Healmod +30% Cut Resist +80% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 362 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 68.13 physical damage and 144.44 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 875 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 561.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats Dex +6, Mag +4 offense ------ Spell Crit +6% Spellpower/crit +4 defense ------ Resistance +9% fire Spell save +12 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+1 eff.) Mindpower +10 (+3 eff.) Damage +6% all defense ------ Life +52.00 Life Regen +10.00 Healmod +11% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +3 (+0 eff.) defense ------ Resistance +30% blight +30% physical Affinity +20% physical Spell save +15 (+4 eff.) other ------- Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Str +2 offense ------ Physical Crit +6.0% Spell Crit +8% Critical power +11.00% Spellpower +15 (+3 eff.) On-Hit 16 arcane Damage +19% arcane Ignore Armor +2 defense ------ Resistance +3% physical other ------- Stamina/turn +1.00 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 121% Range: 1.0x-1.2x Uses 150% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+4 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +1 (+0 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +18.00% Spellpower +3 (+0 eff.) Damage +3% lightning +25% arcane Ignore resists +15% lightning +15% nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +12% acid Spell save +12 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 171% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 242 damage over 5 turns and reducing armor and accuracy by 31 While equipped: offense ------ Physical Crit +20.0% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 trident 2H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 166% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +19 blight +17 item blight disease On Hit: 20% Epidemic level 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 38 While equipped: offense ------ Physical Crit +16.0% Critical power +34.00% Ignore Armor +17 defense ------ Disease Resist +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. This object's appearance was changed to woollen robe. |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Rare] Nature While equipped: Stats Cun +5 offense ------ Mindpower +30 (+9 eff.) Ignore resists +20% arcane defense ------ Armor +14 Defense +20 (+6 eff.) Fatigue +8% Resistance +6% physical +9% mind +15% temporal Life +160.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor Reqs Str 20 [Random Unique] Arcane/Master While equipped: Stats Str +7, Mag +5 Wil +7 offense ------ Physical Crit +11.0% Spell Crit +7% Mind Crit +8% Critical power +16.00% Physical Power +27 (+13 eff.) Spellpower +16 (+3 eff.) Mindpower +19 (+6 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +12 Defense +20 (+6 eff.) Fatigue +8% Resistance +16% lightning +1% physical +6% nature +23% acid other ------- Max stamina +30.00 A suit of armour made of leather. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +6% defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats Str +1, Mag +3 Wil +1, Con +2 defense ------ Defense +2 (+0 eff.) Spell save +6 (+1 eff.) other ------- Max mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Mag +1 offense ------ Spellpower +3 (+0 eff.) Ignore resists +15% arcane defense ------ Armor +1 Resistance +3% temporal Spell save +12 (+3 eff.) other ------- Mana-on-crit +1.00 Vim-on-crit +2.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T4 feet armor Reqs - Heavy armour training [Unique] Psionic While equipped: offense ------ Physical Power +12 (+6 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3 Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3 Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5 Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5 Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 10/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 Lck -5 offense ------ Physical Power +12 (+6 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 78.45 cold damage and 54.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 73 power out of 85/85 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats Str +2, Mag +2 offense ------ Spell Crit +6% other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 60 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats Wil +10 offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 60% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 36
74th Regrowth 123rd year of Ascendancy at 15:37 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 36
55th Regrowth 123rd year of Ascendancy at 03:09 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 29
32nd Regrowth 123rd year of Ascendancy at 07:38 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 41
14th Dusk 123rd year of Ascendancy at 13:57 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 43
34th Dusk 123rd year of Ascendancy at 16:37 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 41
8th Flare 123rd year of Ascendancy at 17:17 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 36
2nd Pyre 123rd year of Ascendancy at 00:20 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
4th Decay 123rd year of Ascendancy at 23:47 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 21
15th Haze 122nd year of Ascendancy at 16:45 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
76th Haze 123rd year of Ascendancy at 08:03 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 42
23rd Dusk 123rd year of Ascendancy at 12:28 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 40
2nd Summertide 123rd year of Ascendancy at 17:18 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 41
1st Flare 123rd year of Ascendancy at 11:35 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 26
2nd Decay 122nd year of Ascendancy at 17:51 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 19
1st Time of Equilibrium 122nd year of Ascendancy at 12:22 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 27
8th Allure 123rd year of Ascendancy at 17:24 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
38th Regrowth 124th year of Ascendancy at 10:54 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 42
23rd Dusk 123rd year of Ascendancy at 14:30 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 38
10th Mirth 123rd year of Ascendancy at 02:26 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 26
78th Haze 122nd year of Ascendancy at 22:05 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 45
34th Dusk 123rd year of Ascendancy at 18:32 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 10
5th Mirth 122nd year of Ascendancy at 23:31 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 20
1st Haze 122nd year of Ascendancy at 13:43 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 30
32nd Regrowth 123rd year of Ascendancy at 07:38 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 40
2nd Summertide 123rd year of Ascendancy at 06:34 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
67th Haze 123rd year of Ascendancy at 14:39 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 33
43rd Regrowth 123rd year of Ascendancy at 21:06 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
13rd Regrowth 124th year of Ascendancy at 04:17 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
42nd Regrowth 124th year of Ascendancy at 10:25 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 23
34th Haze 122nd year of Ascendancy at 19:05 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 26
74th Haze 122nd year of Ascendancy at 23:01 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
42nd Regrowth 124th year of Ascendancy at 10:26 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
71st Haze 123rd year of Ascendancy at 14:32 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 30
38th Regrowth 123rd year of Ascendancy at 05:26 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 40
2nd Summertide 123rd year of Ascendancy at 23:03 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 06:43 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 28
19th Regrowth 123rd year of Ascendancy at 07:26 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 36
2nd Pyre 123rd year of Ascendancy at 01:53 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 50
42nd Regrowth 124th year of Ascendancy at 10:26 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 21
7th Haze 122nd year of Ascendancy at 08:04 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 46
14th Haze 123rd year of Ascendancy at 02:46 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 27
8th Allure 123rd year of Ascendancy at 18:42 see stats
By Jaerd, the 24k diamond Labubu the Yeek Necromancer level 18
79th Dusk 122nd year of Ascendancy at 13:51 see stats
By Jaerd, the 24k diamond Labubu the Lich Necromancer level 35
52nd Regrowth 123rd year of Ascendancy at 06:11 see stats
Log
Burning from Skeleton mage hits Elandar for 81 fire damage.
Acid Splash from Armoured skeleton warrior hits Elandar for 30 acid damage.
Curse of Death from Armoured skeleton warrior hits Elandar for 73 darkness damage.
Jaerd, the 24k diamond Labubu's Channel Staff hits Elandar for 29 fire, 51 cold, 33 lightning, 48 arcane (161 total damage).
Elandar casts Freeze.
Armoured skeleton warrior resists!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Elandar!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Elandar!
Darkness pulsates around Jaerd, the 24k diamond Labubu!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal destroyer!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
A Risen Ghoul rises from the corpse of Elandar.
Elandar hits Armoured skeleton warrior for 113 cold damage.
Armoured skeleton warrior hits Elandar for 184 physical, 12 acid, 68 physical, 383 physical, 12 acid, 68 physical (728 total damage).
Armoured skeleton warrior hits Elandar for 256 physical, 30 acid, 32 fire, 203 physical (522 total damage).
Armoured skeleton warrior killed Elandar!
Burning Shock from Elandar hits Armoured skeleton warrior for 27 fire damage.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
New Achievement: The Sun Still Shines!
Option unlocked: New Class: Adventurer
Saving game...
Saving done.